Author Topic: PNP damage reduction  (Read 452 times)

Legacy_Hekatoncheires

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PNP damage reduction
« on: January 17, 2011, 09:06:39 pm »


               I would like to set up a 3.5-esque damage reduction system for nwn via script.

Unfortunately, I am not a scripter and have not been able to find such a thing on the vault.

I suspect it can be done via the the material properties for items.

I imagine it would be done via storing variables on spawns that say this particular creature can only be damaged by, for example, silver weapons, or holy and cold iron weapons.

Is this possible? Has it already been done? If so, can someone link me to such a thing?

Thank you
               
               

               
            

Legacy_Lightfoot8

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PNP damage reduction
« Reply #1 on: January 19, 2011, 09:33:36 pm »


               I have yet to see a good way to do what you are asking. The main problem comes from having the combat engine pretty well hidden from nwscript. The best workaround I have seen so far is one crazedmages posted.
http://nwn.bioware.c...724233&forum=46
               
               

               


                     Modifié par Lightfoot8, 19 janvier 2011 - 09:33 .
                     
                  


            

Legacy_henesua

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PNP damage reduction
« Reply #2 on: November 19, 2011, 05:19:27 pm »


               Has anyone solved this problem? I couldn't access that post via the wayback machine
               
               

               
            

Legacy_Taino

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PNP damage reduction
« Reply #3 on: November 22, 2011, 09:26:58 pm »


               Yea, we seem to have lost all the old bioware forum information. '<img'>
               
               

               
            

Legacy_ffbj

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PNP damage reduction
« Reply #4 on: November 23, 2011, 02:38:46 am »


               I think I remember someone saving all that stuff.
Like: http://nwvault.ign.c....Detail&id=1492
               
               

               


                     Modifié par ffbj, 23 novembre 2011 - 02:46 .
                     
                  


            

Legacy_ShadowM

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PNP damage reduction
« Reply #5 on: January 06, 2012, 12:34:34 am »


               With my research with my durability system in my HR base, I think I might be able to get a system that should work. I  will do some more testing and let you know. '<img'>
               
               

               
            

Legacy_ShadowM

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PNP damage reduction
« Reply #6 on: January 07, 2012, 03:41:14 am »


               Ok I got a basic working system up and running, I have it working with one base material (testing silver weapon vs werewolf) will do the base weapon damage plus str bonus. I have not got it working with arrows yet, but will. '<img'>
               
               

               
            

Legacy_ShadowM

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PNP damage reduction
« Reply #7 on: January 07, 2012, 06:28:45 pm »


               Ok got it all working now, It can handle two DR and can handle must have both types or  Either types and normal weapons can beat the soak. Some issues.

Issue 1: Sometimes the pc does enough damage to get past the soak and so score base damage plus over soak damage.
Issue 2:  No Criticals, but issue one kinda helps ( Anyone have a function to call if a critical happen, then we have to calculate the new damage and that a lot of work)
Issue 3: Weapon type damage (piercing, bludgeoning, slashing, is there a function for finding this? I can make a special one, just wondering. Hmm we could just use damage resistance for this one?
Issue 4: Monks bare hand hitting, might have to put a custom claw on the monk and put it material / Additional prop. at proper level ( from Core rules 3.5) At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Info about 3.5 Damage Reduction and this system try to work with it as best it can.
Info:
DAMAGE REDUCTION (Ex or Su):
A creature with this special quality (extraordinary or supernatural) ignores damage from most weapons and natural attacks.
Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was
ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and
supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.
The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability.
For example, the werewolf's entry reads "damage reduction 10/silver": Each time a foe hits a werewolf with a weapon, the
damage dealt by that attack is reduced by 10 points (to a minimum of 0). However, a silvered weapon deals full damage.
Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. For example, the plague spewer has damage
reduction 10/slashing. When hit with bludgeoning or piercing weapons, the damage dealt by each attack is reduced by 10
points, but slashing weapons deal full damage.
Some monsters are vulnerable to certain materials, such as alchemical silver, adamantine, or cold-forged iron. Attacks from
weapons that are not made of the correct material have their damage reduced, even if the weapon has an enhancement
bonus. Examples: the war troll's damage reduction 5/adamantine, the young redcap's damage reduction 5/cold iron, and the
splinterwaif's damage reduction 5/silver.
Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and
damage rolls overcomes the damage reduction of these monsters. Such creatures' natural weapons (but not their attacks with
weapons) are treated as magic weapons for the purpose of overcoming damage reduction. For example, the ssvaklor has
damage reduction 10/magic and can strike as a magic weapon for the purpose of overcoming damage reduction.
Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons. When a cleric casts align weapon,
affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. For
example, many tanar'ri demons and baatezu devils have damage reduction 10/good, while the prismatic golem has damage
reduction 10/evil. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage
reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or
alignments) that match the subtype(s) of the creature. An arrow demon, for instance, has the chaotic and evil subtypes, and
thus can overcome damage reduction as if its weapons and natural weapons were chaotic-aligned and evil-aligned.
When a damage reduction entry has a dash (--) after the slash, no weapon overcomes the damage reduction.
A few creatures are harmed by more than one kind of weapon. The bonedrinker, for example, has damage reduction 5/silver
or good. Either kind of weapon -- silver or good -- overcomes its damage reduction.
A few other creatures require combinations of different types of attacks to overcome their damage reduction. The
sorrowsworn demon has damage reduction 10/cold iron and good, meaning that a weapon must be made of cold-forged iron
and be good-aligned to overcome the demon's damage reduction. A shadesteel golem has damage reduction 10/adamantine
and magic, meaning that only adamantine weapons with at least a +1 enhancement bonus deal full damage to it. A weapon
that falls into one category but not the other is of no help in overcoming the creature's damage reduction -- a magic sword or
a nonmagic mace is no better at harming a lich than any other weapon.
               
               

               


                     Modifié par ShadowM, 07 janvier 2012 - 07:37 .
                     
                  


            

Legacy_henesua

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PNP damage reduction
« Reply #8 on: January 07, 2012, 06:55:11 pm »


               Are you checking the Material item property to get this to work!?!?!?!

Wow.
               
               

               
            

Legacy_ShadowM

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PNP damage reduction
« Reply #9 on: January 07, 2012, 07:25:31 pm »


               I looking at the material item property and additional item property. So yes. '<img'>